Hello,
Wow! Seriously, you have thoroughly dissected the game in a way I just love. Congratulations for your analytical skills and attention to details.
I agree very much with your feedback. I answer you to a couple of points.
Backtracking the path back round to check that there are multiple paths to acquire abilities speak volumes of the quality of your review. Indeed, in Meteora, once you get the first ability (Wall Jump), there will always be at least two different paths to get to the next ability. I have done this level design like that, purely thanks to your feedback on Goats Gorge. So credits given. Thank you.
Second point, you also got totally right the feeling with the Wind Ride ability. Even when I was building the map, I was telling myself that it is the ability in the game with the least rooms for use, and that the thunder coulds were too close. Fair point taken. I know how to do differently for future projects.
Thank you the kind words on the Teleport ability.
You did the default sequence. To tell you as curiosity, there is a sequence break that allows to obtain Teleport right after Double Jump, which obviously fully opens the exploration and it is fun to exploit. Also, the abilities can be obtained in several different orders, and 3 out of 9 are totally skippable and you can finish the game without them if you find the right routes.
Just curious, how much time did it take to 100% it?
Cheers